After more than 4 years of development, the Diaspora Development team are proud to release our game for Windows, Mac OS X and Linux (FreeBSD has also been reported to work, read this post then see here (http://www.hard-light.net/forums/index.php?topic=82425) for details).

(http://fs2downloads.com/Diaspora/Pics/r1_logo.png)

BackgroundIt has been 40 years since the devastating war between the Colonials and the Cylons. 40 years where no one has seen or heard of the Cylons. 40 years where the armistice has held.

(http://fs2downloads.com/Diaspora/Pics/new_screen10.png)

Game Features

Fly the MK VII Viper, the Raptor or the new MK VIIe strike variant.

Take part in furious battles against Cylon forces.

Play multiplayer missions against your friends as Colonial or Cylon forces.

Completely voice acted throughout.

Original soundtrack inspired by the show

Create your own missions and share them with the included mission editor.

Due to the size of the Windows installer it may take a long time for the installer to actually start. This may last several minutes (up to five minutes in some instances). There are reports that virus checkers may extend this delay so you may wish to turn them off during the installation process. This problem hasn't been reported yet for Mac but might exist there too.

Multiplayer is currently very much in beta. Also, in order to enhance the eventual multiplayer experience, the team decided not to finalise the balance between ships. Feedback from players is very welcome. The true multiplayer experience will be available in the next release. Till then, if you wish to experiment, here (http://www.hard-light.net/forums/index.php?topic=81854.0)'s how to get started.

Some Windows users are reporting issues with joystick detection in-game. Going to Control Panel -> Game Controllers and selecting "Advanced" then setting your controller as the preferred device, has been reported to fix this.

If you have other problems, we have a tech support forum here (http://www.hard-light.net/forums/index.php?board=237.0).

Installation

Windows

Simply download the installer and run it. The Installer will guide you through installing the game.

Mac OS X

Mount Diaspora.dmg, and follow instructions within to copy Diaspora to the Applications folder.

Note: Before you play for the first time (only need to do this once), please double click on RUN_ME_ONCE.command to install the most appropriate graphics settings.

Double click on wxlauncher, and press Play, located in the bottom right corner.

Linux (Source Only)

(Sorry, but no one on the team has the time or expertise needed to make native Linux packages. We're hoping that each distro's community will be able to find people willing to maintain packages for their distro.)

First, open a terminal and change to the directory where you downloaded Diaspora.

Then follow the instructions in Diaspora_R1_Linux/Diaspora/README.txt, with one correction: after you start the launcher in step 5, select your screen resolution from the drop down box in the Basic Settings tab before you press Play. Otherwise, you'll be running in 1024x768.

(http://fs2downloads.com/Diaspora/Pics/screen0153.png)

Downloads

After downloading the actual game and installing it, you should run the patch below as this solves quite a few issues with the game.

Torrents

Simply download the torrent file for your platform and open in any compatible torrent program. If you don't have a torrent program, you can try µTorrent (http://www.utorrent.com/) for Windows and Mac, or Transmission (http://www.transmissionbt.com/) for Mac and Linux. After downloading, please leave your torrent program running so that others can also download from you.

Patch 1.1.1 (http://www.hard-light.net/forums/index.php?topic=87443.0) is a minor patch which fixes a couple of small errors that 1.1 introduced. Install it after 1.1.

Soundtrack

During the time we've spent developing Diaspora, we have frequently been asked which songs from the show we've used in our trailers. The fact is that almost all the music in the game or trailers has been original. So for that reason, we're also releasing the soundtrack. You can find details on it here (http://www.hard-light.net/forums/index.php?topic=81861.msg1633841#new).

Spreading The News

If you're going to post on other sites about Diaspora, you should find this (http://diaspora.fs2downloads.com/Diaspora%20R1%20media%20pack.zip) useful. It's a selection of Diaspora screenshots (available elsewhere on this site) and and a BBCode versions of this announcement (so that you don't have to register in order to get the BBCode)

Join The TeamWe are looking for people to join our team. R1 has proved that we can deliver, you won't be joining a team that never releases anything. R1 also proved we need more staff in order to be able to release quickly. If you have the skills to join us (Coding, mission design, 3D modelling and texturing, etc) please look at the this list (http://www.hard-light.net/forums/index.php?topic=78266.0) of people we need.

Licence

Diaspora : Shattered Armistice is released under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB). This means that you can use anything you want from Diaspora (models, missions, backgrounds) in any way you wish, as long as you don't try to sell it and credit us for our work.

This in no way means that you have authorisation from the owners of the BSG IP, just that you don't need to ask us for permission.

is this for real? just so?is this the full release? or a demo? how many missions? did i miss all this information somewhere?do i ask to many questions?

Just so :) This is the full first release. It isn't exactly the longest campaign ever released but what it lacks in length it makes up for in quality. At least that's the line I've heard from women before, but I digress. As for how many missions, play and find out :)

Try reading my guide just posted on the forum. It might shed some light on how to really hit those Toasters ;)

My guess is you're having trouble with the targeting system? Destroy a Heavy Missile Turret (HMT) and it auto-locks on to a Light Missile Turret (LMT) without you really knowing about it? Try pressing "N" to target the objectives instead of cycling through all the Turrets ;)

Also, make sure you have a clear shot at the target. HMT's can only really be hit from the "inside". By this I mean you have to get up close and personal with the Basestar. The Basestar has armor on its "spikes/legs/tentacles/whatever-you-call-them" so you have to hit the exposed side (i.e. The one with all the stuff on it or the "inside".)

hi gents quick question .. the game is refusing to recognize(wx launcher sees it and i can calibrate from there) my joystick saitek x-52 pro ingame when i try to bind a button it just shows a flashing question mark at the bottom ... is this me ? am a being a retard ;;; actually dont answer that... but any suggestions would be good

That's not remotely helpful at all, sorry. Problems center entirely around the hit/no-hit spewing out falsehoods left and right on where you can strike from. (Which is I suppose easily written off the first time as bad intel/interp, but something tells me it ain't going to change after the first time.) Even from inside the arms and nearly perpendicular the effectiveness of KEW fire on the launchers seems semi-random, and the effectiveness of missiles even more so.

And the main-body ones are fraking magical. I know they can be damaged, because I've seen them drop a percent on occasion and I hit one with a missile once, but I have yet to reliably establish from what angles. Everything from straight perpendicular to grazing gives a "you can hit me" but none of them actually appear to work.

Who cares about my thesis anyway? ON PAUSE, LETS PLAY THIS THING. Congrats to the Diaspora team for the release.Special congrats to Karajorma and FUBAR because these two have a special place in my HLP history (and the PM folder) :-)

Spread the word.

EDIT: Done.EDIT2: Yeah, first crash. During the first real mission, game frooze during myself shooting at Raiders. Looks like the build is still a bit buggy after all. (Status -1073741819 to be precise)

hi gents quick question .. the game is refusing to recognize(wx launcher sees it and i can calibrate from there) my joystick saitek x-52 pro ingame when i try to bind a button it just shows a flashing question mark at the bottom ... is this me ? am a being a retard ;;; actually dont answer that... but any suggestions would be good

Andi

That's weird, I'm sure one of our team members mentioned he had an X-52 Pro (or was it the non-pro version? I forget) and it worked with Diaspora. Tell me though, does the X-52 Pro declare the stick and throttle to windows as two separate devices or as a single one? I have a Logitech G940 and it declares itself to Windows as three separate devices, which means it's a royal ***** to get it to work right with anything fs2_open related, you need to switch driver signing off in windows to use ppjoy which then creates one virtual device from the three declared to windows. Then it's the fun process of guessing what virtual axis to assign to real ones so the game recognizes it.. Anyway that's probably not what your problem is..

That's not remotely helpful at all, sorry. Problems center entirely around the hit/no-hit spewing out falsehoods left and right on where you can strike from. (Which is I suppose easily written off the first time as bad intel/interp, but something tells me it ain't going to change after the first time.) Even from inside the arms and nearly perpendicular the effectiveness of KEW fire on the launchers seems semi-random, and the effectiveness of missiles even more so.

And the main-body ones are fraking magical. I know they can be damaged, because I've seen them drop a percent on occasion and I hit one with a missile once, but I have yet to reliably establish from what angles. Everything from straight perpendicular to grazing gives a "you can hit me" but none of them actually appear to work.

I used to miss the turrets with missile fire as well until I started firing at them exclusively from "above"; I make my angle of attack at close to 90 degrees towards the turret on the arm. Also, range is a factor - you don't want to be too close as you need to allow the missile enough space to track to the target. Not dying from the explosion is a bonus too. You probably don't want to be too far either - say a range of 300-500 would probably work great. Employing that tactic, I've never missed a turret since. Not sure what you mean by "main body turrets" - there aren't any in the core of the ship, just on the arms. Unless you meant the subsystems (FTL, comms, etc)?

Oh, and I wouldn't waste KEW ammo on turrets unless they're already very near death - it'll take way too long, cost too much ammo, and make you a sitting duck while you're at it. A single AGM in "death from (directly) above" mode does the trick nicely.

Listen: do you have the proper Saitek drivers installed? you could always bind the button whit the Saitek programming software.

yes i have the proper drivers installed ; (if i copy a basic fs player across the buttons i have bound do work its just when the game finds an unbound button im fuxoured) is there a list floating around somewhere with what all the defaults are and also what ones "Diaspora " uses most ? cheers gents

yes i have the proper drivers installed ; (if i copy a basic fs player across the buttons i have bound do work its just when the game finds an unbound button im fuxoured) is there a list floating around somewhere with what all the defaults are and also what ones "Diaspora " uses most ? cheers gents

Andi

Well, if all else fails you could try removing your drivers, letting windows use their default ones, and seeing if the game works with that. Not an optimal solution, though, there's bound to be a better way.

That's not remotely helpful at all, sorry. Problems center entirely around the hit/no-hit spewing out falsehoods left and right on where you can strike from. (Which is I suppose easily written off the first time as bad intel/interp, but something tells me it ain't going to change after the first time.) Even from inside the arms and nearly perpendicular the effectiveness of KEW fire on the launchers seems semi-random, and the effectiveness of missiles even more so.

And the main-body ones are fraking magical. I know they can be damaged, because I've seen them drop a percent on occasion and I hit one with a missile once, but I have yet to reliably establish from what angles. Everything from straight perpendicular to grazing gives a "you can hit me" but none of them actually appear to work.

KEW fire isn't supposed to be effective against huge ships such as baseships(this isn't FreeSpace), you are hitting the subsystems, but you won't do much damage to them this way.to take out subsystems you should use heavy duty missiles, 1 AGM-41 should do the trick for most subsystems, while anti fighter missiles on the other hand won't be effective.

Well, if all else fails you could try removing your drivers, letting windows use their default ones, and seeing if the game works with that. Not an optimal solution, though, there's bound to be a better way.

that is going to be a bit of a PITA; is there any other ideas as this controller works ok in FS; TBP and even wing commander ... could this be a wx launcher issue ?

any ideas would be great

Andi

big edit ....

wx launcher is the issue ; but if i force my controller as the preferred one in windows (although its the only one plugged in ) then it works

Done on "Advanced", the usual FS2 Medium. Liked it a lot, hope there will be more.

Bug reports:

Spoiler:

- Game crashes to CTD during combat, no error message given. Did already mentioned that above. Happened in pretty much every mission at random.- Basestar Heavy Missile Turrets are problematic, the HUD says you can shoot when you are UNDER the arm but the missile will not hit. You have to be ABOVE the arm.- The downed pilot appears on sensors for a second than disappears again.- I am not exactly certain if I rescued this guy or not. Played the mission two times. Jumped back right away during first playthrough, then went back for a replay. Second time I found him, then there was this vanishing bug but Orange 2 appeared to pick him up. Jumped back after a while then and the mission did not change neither did the debriefing.- Not sure if this is intended: On most missions, you may launch before you have the "go" from the hangar guy.- some Briefing voice overs are missing, the second to last mission lacks them entirely.

Feedback:

Spoiler:

+ Loved the scale and the "busy" feeling. Was overwhelming sometimes, just as I like it. War is a chaotic thing! And fighting with all that flak is brilliant, just as it should be.+ Felt BSG-like and the modifed Flightmodel was awesome, different enough from FS2. Loved the style and the additions, like the landing.+ Good storytelling and voice acting throughout plus you can actually understand everything :-)+ Ammo feels good. Did run out of it right away during mission 1 :lol: Understood then that my playstyle had to be adjusted. Worked from there on.- I thought the soundtrack could have used a bit more punch, "Beyond the Red Line" sounded better I think.- Exactly which Raiders carry the nuclear warheads? I felt kind of left alone by my commander here, "another cylon wing" is kind of unprecise. If it is always the Advanced Model, make this more clear.- the CLP enabled tutorial stuff is a bit strange since some features are explained like they are only available in such a craft. But then you of course have them in the game. For an FS2/TBP/WCS/... veteran, this is no big deal but it might confuse newbies.- the mentioned bugs

M3 the DRADIS contact is intentional, listen to the dialog. It is not a "vanishing bug."On M3 another issue is that you need Orange 2 to pick him up, jump out, and be safely escorted to the Theseus. You'll get the Obit died debrief if Orange 2 is shot down on the way to landing which can happen.Leaving before "goodbye" is also intentional since we want players to be able to skip that sort of dialog.On missile angles, there's an X on the subsystem when under the arm and out of line of sight.

The sporadic crashes and voice acting disappearing are both memory related issues that the team is working on.

You're right to note that the Adv. Raiders are the ones that carry the nukes or specialized weapons. It's meant to be a shorthand for players to prioritize those.

The CNP writing in the tutorial I agree is a bit confusing at first glance but hammers home why the Theseus doesn't have it, etc.

The soundtrack was intentionally more subdued than Beyond the Red Line (which mostly used music directly from the show and some original tracks by Max). Listen to it again in the OST and you might be surprised though...

We've had that "missing briefing VA" thing reported a few times. As far as we can tell, it's some sort of memory bug that occurs when you play several missions in a row. Can you double-check and see if it is still missing if you play that mission from the tech room?

overall the game looks really polished from what i have seen so far - the only things i noticed other than the bugs above are that music seems to be a bit quiet and distortion effects on communication are a bit heavy at times, making it difficult to understand chatter, at least for not native speakers

this really could be a sold product, the freespace feeling is gone entierly, feels like a whole new gamei love how you have done this nice compromise between realistic and freespace movement, flying those vipers feels just "right", although landing isn't all that easy :Dwhat impressed me the most are the cockpits, the in cockpit radar is doing a fantastic job at improving immersiongood job folks, now for some more playing!

I didn't have time to go far yet , but so far so good ! :pimp:Well after the second mission i was on the way to come here and yell that the game is pretty unplayable.... too fast 'till i realise i press time compression by accident ;7

I'm logging in (had to reset my password cause it's been ages) to simply say, HURAHH on the release. The trailer alone was fantastic and I cannot wait for my download to finish. Congrats on the release!

Yo this owns completely. I think I've praised, at length, the incredible fidelity of the atmosphere and flight model and the stratospheric work put into every aspect of the assets and presentation. Diaspora R1 is a killer foundation and one of the best single pieces of mod work ever authored.

I've got two criticisms and I think that only one of them is anything you could've done anything about:

-technical issues blah blah whatever. Nothing to be done. The game is obviously pushing the engine well past its natural limits and into territory only enabled by genius. The issues are present and I acknowledge them but they could've been so much worse.

-The script and story are fine and functional, but not quite as organic and packed with verisimilitude, nor quite as thematically rich, as Battlestar Galactica itself. It's a fine military story and hits a lot of great notes, but the narrative is a little thin and it doesn't quite deliver on a few important emotional beats (particularly around the beginning, which comes off more flat and unquestioning than in media res.) It must've been deeply challenging to write anything that could be realistically achieved given the treadmill of asset development and bug hunting. But it's competent where the rest of the package excels, and I look forward to future releases that have the opportunity to really push the story into challenging territory, both formally (in terms of the themes tackled) and on the level of tone, grit, and naturalism.

Thanks for the comments. R1 was aiming more for tone than anything. We're focusing more on a character-centric plot for R2, and playing around with things narratively. Which is the whole point of doing episodes, we can keep what people like and axe what is disliked. That is if we ever get off Valve time... ;)

WRT the rearming issue I was discussing elsewhere: what about rearming by flying through the hangar bay? Adding a pitstop in the middle could break up combat enough that you wouldn't do it in the heat of a fight.

I'm also having random CTDs, but I don't have any more diagnostic information than "it happens". It's a segfault, apparently. How enlightening.

So I've only played the first few missions so far, but the production quality here is off the charts. I have no words to fully express the awesomeness I've been experiencing. I feel like I should go watch some BSG so I can enjoy it even more. Even the voice acting seems professional (something insanely difficult to do with an indie title).

To be honest, I had always thought of Diaspora as "that amazing unreleased project that's so hyped that it'll never live up to expectations"... but now that I'm playing it... it does. It seriously does.

hi gents quick question .. the game is refusing to recognize(wx launcher sees it and i can calibrate from there) my joystick saitek x-52 pro ingame when i try to bind a button it just shows a flashing question mark at the bottom ... is this me ? am a being a retard ;;; actually dont answer that... but any suggestions would be good

Andi

I'm having the same problem with my Logitech Extreme 3D Pro. Joystick works fine in Windows as well as FSOpen and is detected in the Diaspora launcher, just doesn't work ingame.

Edit: Should've read further to find the solution. Setting it as the preferred controller in Windows fixed the problem.

We don't like it too much when people call us a mod or TC cause it makes people think you need Freespace 2.

We're an FS2_Open Engine game if you want to get technical but mostly we just describe ourselves as a freeware game. :)

The thing with working and playing FreeSpace 2 for so long is that, since most of the stuff released actually are mods that require FreeSpace 2 as well as the FS2_Open engine to run, even if you do see a standalone game or a total conversion like Wings of Dawn, you'd still think "FreeSpace 2" while playing it. It just will not go away.

TBP did a good job in more or less not making people think like that when they are playing the Earth-Minbari War demo and the Raider Wars campaign, and they did it with less, so given the acclaim this already has within less than a day of its release, I think it would do a better job at what TBP mostly succeeded in doing, which is to present itself as a game whose only relation to FreeSpace 2 is to use an FS2_Open engine so heavily modified, it is almost beyond recognition.

Finished the campaign about 2 hours ago, amazing, it felt really "BSGish" and I loved the voice acting.

Pros:-Felt well paced, though , the whole combat landings felt really frustrating when

Spoiler:

I died dozens of times trying to land on the damn Theseus before it jumped on the assault mission, and once I actually clipped through it and was left behind (the other times I was blown up by a random raider) :P

-Loved the HUD, not many games have HUDs that feel right to me, congratulations.

Spoiler:

-The chance to get the frak out and leave the group at the end was a nice touch, being the nugget I am, I took it since I was gonna die anyway :drevil:

Cons: -Some bugs, (CTD on the last mission and

Spoiler:

affromentioned clipping through the Theseus

-Not enough fraking missile variants!

This is all I can think of at the moment.

I want to thank everyone on the Diaspora team for putting so much work and sweat into this, it really feels like a labor of love, not some soulless product. *cough*everyofficialBSGgame*cough*

Thanks for the comments. Getting the VA work right was pretty tricky especially since everything was on a volunteer basis. We had a few professional voice actors and actresses do lines but many had to be done in one or two takes since they had limited time for pro bono projects despite being fans of the show.

Androgeos Exeunt: One thing I'd like to do if we can find a dedicated scripter and 2d artist to do it as a side project is revamp the entire interface (i.e. everything not in-game). The "legacy FS2 GUI" is showing its age and isn't the most efficient interface.

An4ximandros: the crashes and collisions are being looked into. We thought we had fixed those issues in the release candidate betas.

I suppose I should chime in, in the public forum and add my support! As everyone has said, this is a very, very polished, professional product. The models are superb, very detailed and true to the show. The non-canon ships, especially the Theseus, are right on the mark in terms of what I would imagine in-universe ships would look like. The Mark VII-E should definitely get honorable mention here as well. I typically cringe whenever I see games stuffed with a bunch of fan-wanked stuff but, these are superb! The music feels like you guys cloned Bear McCreary, the VA is great (it sounds like a few VAs did BtRL), the missions are well balanced and interesting, and the flight mechanics/physics are challenging without being overly frustrating. You guys are probably generating a lot of revenue for Logitec, since the first thing I did was buy a joystick. The last time I used one was on a Win 2000 machine with a game port, for playing X-Wing Alliance and that thing was a piece of crap.

Now, on to something that Ace said about the interface. During the missions I felt very immersed in the BSG universe, but between missions, I couldn't help to imagine how cool it would be if the mission briefings were done in a pre-rendered or fully 3D flight ready room or war room, the main menu was the CIC, the pilot selection screen was the locker room (where you click on the lockers to select pilots, view medals and stats) and, the hangar bay was the ship and weapons selection screen. So, the question is, can the FS2_Open engine actually do this? At the least complex end, 2D backgrounds/skins could be used for the various screens - these could be stills from the show, or custom pre-rendered 3D art. At the most complex end, fully functional 3D backgrounds (stills) with an overhauled interface, animation, etc. Having some interior 3D assets could also be used for between-mission cutscenes. Anyway, if this can be done, what are the challenges, and what kind of skills would you seek in addressing these challenges?

A more wing commander like interface as you suggest would be doable but we'd need a dedicated team of artists and scripters to work on that while not detracting from other parts of the project.

My own thoughts on updating the GUI if it were to be done would be keeping with the idea that all of the menus are part of a PDA.

The other issue with doing halls like you suggest is that we'd want different ones for each major ship class. (even if Valk/Pegasus and Galactica/Sobek are using basically the same models but redressed). So the PDA is a better option.

Congratulations on an excellent release! Played it this afternoon, and it felt astonishing! :)

Others have already mentioned the inumerable pros of the game (atmosphere, VA, game mechanics, art, etc).

Some critics\issues I have:- There's no hotkeys assigned to enemy wings, which I found was very annoying whenever heavy raiders or missile raiders were involved. The heavy raiders were very dificult to target, since at anytime they were around, there were also lots of bombs in the air.- The Basestar HMT's issue was already mentioned, and I second that.- In terms of interface, I found it very hard to understand when my guns were auto-aiming at the target. I simply didn't understand the pre-requesites for it. I think it should be better explained, or have an interface cue that informs me that my guns are "locked" on the target.

Having now played a few missions, I think HLP just imploded from awesomeness.

I am now going to watch BSG to see what I'm apparently missing. Just wanted to chime in again and say this is great work. The amount of polish (engine issues aside) is astounding. I can't comment about faithfulness to the source material, unfortunately, but the models, the new interface art, and the voice acting are all very professional.

Spoiler:

I didn't actually have any problems hitting the heavy missile launchers on the Cylon ships with torpedoes. Having played mostly FS2-based campaigns, playing without shields was a little scary at first, and playing on harder difficulties takes some getting used to thanks to getting easily splattered by the Raiders, which remind me a lot of FS2 Maras. Not quite as annoying as Scorpions/Dragons, but close. :P Later, when I have more time, I'm going to try playing through with a joystick - I suspect having easier access to the directional thrusters is something I'm missing (I usually play with a trackball mouse).

I love the little touches, like launching/landing and having limited primary ammo and a realistic number of secondaries. It makes each pull of the trigger a choice, and really helps with the immersion. The modeled cockpits are eye-poppingly cool, though the bottom hemisphere of the radar can be a bit tough to make out at times. But now I'm just nitpicking.

Haven't finished it yet, but wow... Haven't felt so excited since playing War in Heaven. Great job, Diaspora team! It's not only the best BSG game, it's also one solid piece of a space-sim. This and Wing Commander Saga make me feel like it's early Christmas :D

Just downloaded on my laptop and played, with a mouse, on the advice of a friend. AWESOME WORK. Will fly tonight at home with a real stick/rudder/throttle and FreeTrack.

One question: What's necessary to get TrackIR enabled? Do I need to download the DLL as mentioned elsewhere, or is that packed in the installer? I guess I'll just try it and see what happens and go from there..

Also one comment: I don't suppose we'll ever get self-shadowing in the cockpits? They feel much "brighter" than the darker ambiance of what little we saw in-cockpit during the TV series. I realize it's probably not technically plausible with the FS2 engine, though. Things like RTT instruments are already pretty awesome, so take this as a "wow wouldn't it be nice if" rather than a "boo, hiss, this thing you are giving me for free is not perfect, pardon me while I have a temper tantrum." :D

Congratulations to all involved. It's one thing to start a promising project, but it's quite a different matter to see it through and spend the extra time polishing it before the final release. I don't think enough people realise how much time and effort go into these projects before they culminate in a release.

Rearming by flying through the hangar works in a gamey-sense but not a BSG sense.

WHAT? I did not even knew that? Seriously, that works? Since the game was perfectly playable on "Advanced"/Medium without knowing that, I assume you can axe it. Never entered a hangar other than to launch or to land. By the way, that hangar interior is probably the only ugly texture ingame...

Forgot to mention that I LOVED THE NEW HUD and target lead indicator :-)

You wake up one morning and instead of blood your heart will be pumping only awesome.

Though I'm curious; the music is very underplayed, here. I haven't poked the volume settings at all so I'm curious why I'm not listening to it at higher volume that would be comparable to the volume the show usually played its music at. Uncontrollable defaults? Imported FS2 settings?

You wake up one morning and instead of blood your heart will be pumping only awesome.

Though I'm curious; the music is very underplayed, here. I haven't poked the volume settings at all so I'm curious why I'm not listening to it at higher volume that would be comparable to the volume the show usually played its music at. Uncontrollable defaults? Imported FS2 settings?

Music was intentionally muted, but the volume controls are there for a reason. :) I use them liberally and to good effect.

I usually find these kind of games a bit too confusing for my tastes. I managed to dumb down most of the controls onto my Xbox 360 controller (Triggers acceleration, shoulder buttons next/previous target, D-pad thrusters, A fire, X missiles, B countermeasures, Y afterburner, left click auto-target on/off, right click thumbs up) and play it on easy (because I suck at these, and realised I was missing a lot of control funtions.

And I loved it. It fits in really well with the BGS universe, and I was surprised about a couple of choises you can make as a player, in particular the Prometheus in the final mission - that felt exactly like something that would be written for the show.

The looks are also spot-on, especially how the Battlestar and Basestars are positioned, the way they fire and the missile/slug/explision field. The Vipers and Raptors feel brilliant, too.

My only complaint (and I'm not sure if anything could be done with this) is targeting mission-critical targets (the ones you have objectives for), and it seems like something which can be a pain even the full controls. If there was a way for the auto targeting to prioritise these, it would be great. Still, it's a minor complaint.

Anyway, brilliant work. I'm going to play through a few more times and I look forward to more missions.

Rearming by flying through the hangar works in a gamey-sense but not a BSG sense.

WHAT? I did not even knew that? Seriously, that works? Since the game was perfectly playable on "Advanced"/Medium without knowing that, I assume you can axe it. Never entered a hangar other than to launch or to land. By the way, that hangar interior is probably the only ugly texture ingame...

Forgot to mention that I LOVED THE NEW HUD and target lead indicator :-)

No, that is not a feature since it isn't something that feels like BSG and the whole limited resources deal.

And this, right here, is exactly why I say that mods are good for the IP holder. All over the world you've got people getting fired up about BSG again, and people who like flight sims but never watched BSG deciding that maybe they missed out and need to go to iTunes or Hulu or whatever and get hold of the episodes. Hell, maybe we've even shown Syfy that there's a big demand for BSG, big enough to finally release Blood and Chrome.

IIRC the episodes are available on Hulu (http://www.hulu.com/search?q=Galactica).

I had this image sitting on my computer for some time. It is an older version of the Theseus. I made an attempt to texture it, but it was not really realistic. After that Newman took over, optimized the ship, made some tweaks, and painted it nicely.

I made this render to show the size of the ship, because few fans complained that the flightpods are too small. So I took a 747-400, put it in the flightpod, and made a few renders about the ship, this is one of them. I do not have that V-ray setup anymore, so I cant make more pictures, but I thought that some of you might like it. You can see the full size picture if you click on it..

And this, right here, is exactly why I say that mods are good for the IP holder. All over the world you've got people getting fired up about BSG again, and people who like flight sims but never watched BSG deciding that maybe they missed out and need to go to iTunes or Hulu or whatever and get hold of the episodes. Hell, maybe we've even shown Syfy that there's a big demand for BSG, big enough to finally release Blood and Chrome.

IIRC the episodes are available on Hulu (http://www.hulu.com/search?q=Galactica).

Thanks guys! I'm in space shooter overload this year (that's not a bad thing) and this was an utter surprise (a pleasant one). You guys rock! I gave it a quick spin and was very impressed with a lot of nifty custom things ya'll added (3d pit with working radar overlaid onto model!!!!), custom HUD etc. Models are awesome too. Top notch! Well done!

I'd been hoping that the recent silence was a good thing, but quietly knew that there would always be more waiting... So when I loaded up the forum today, as I have been doing for yeeaaaars, and saw all the 'new threads' I thought maybe my cookie had been reset or something. It's a bit surreal to think it's out there now, so well done devs! Can't wait to play it ;)

At the moment we have a vague plan to centre each major release around a battlestar. Since we have at least two more we've shown you pictures of, you can start fighting amongst yourselves about which one we're using for R2. :D

Oh BTW, get used to us talking a lot more. We're done flying under the radar now. :D

At the moment we have a vague plan to centre each major release around a battlestar. Since we have at least two more we've shown you pictures of, you can start fighting amongst yourselves about which one we're using for R2. :D

Oh BTW, get used to us talking a lot more. We're done flying under the radar now. :D

I hope R2 comes out soon, I loved the chaotic, messy, scary, *glorious* dogfights. It was just too gorram short. Great job all around although the lack of voice acting during briefing is odd (and no, it's not because of the memory bug you guys have talked about, I got the lack of VA for briefings the first time I played.)

I hope R2 comes out soon, I loved the chaotic, messy, scary, *glorious* dogfights. It was just too gorram short. Great job all around although the lack of voice acting during briefing is odd (and no, it's not because of the memory bug you guys have talked about, I got the lack of VA for briefings the first time I played.)

Thanks for the compliments.On the VA issue, do you mean to say that you heard no VA, ever? Because the VA bug will mean you will hear it for, say, the first 3 missions, then no longer if you play in one sitting.

I doubt you'd find any member of our team who wouldn't agree it's (too) short. But the first release is always the hardest and it was really important to get R1 out already. The too short thing we can fix, that's the whole point of episodic releases :)

I hope R2 comes out soon, I loved the chaotic, messy, scary, *glorious* dogfights. It was just too gorram short. Great job all around although the lack of voice acting during briefing is odd (and no, it's not because of the memory bug you guys have talked about, I got the lack of VA for briefings the first time I played.)

Thanks for the compliments.On the VA issue, do you mean to say that you heard no VA, ever? Because the VA bug will mean you will hear it for, say, the first 3 missions, then no longer if you play in one sitting.

In mission, the VA is utterly fine, never had it drop out. The mission brief beforehand though is silent. I played to the last level in one sitting without in mission problems.

Very rarely do projects come along where people make successful presentations. Year after year, troves of games come out identical to each other, only to keep a huge profit margin regardless of user satisfaction....

And then, you get the few and rare independent developers that put passion, pain staking detail, and their own desire to do great into their product. This is where you guys sit. A game, released under a CC license, and not marketed to millions as Yet Another Game, has delivered where most fell short this past summer. My hats go off to all of you, once my frustration of being a crappy pilot subsided, I couldn't stop playing. I felt edge of my seat during the best battles and thoroughly addicted to the game. I cannot wait for the episodic releases of more campaigns, multiplayer to become stable, and to see where this goes!

Taking any sort of money for this would, alas, be the fastest way to earn ourselves the wrong kind of attention and a C&D. This can't be said enough - none of us are making a dime out of this nor do we want to - because doing so would risk all those years of hard work we've put into this. You can always, however, donate to HLP to help the forum that gives us all a home cover it's hosting costs: http://www.hard-light.net/donate/

(the money donated in this way only covers HLP's hosting costs - none of our team members ever see that money but we do appreciate anyone who decides to help HLP stay afloat).

Do you have any models done beside what is released? I remember a very pretty in-game screenshot of the Colonial One being shown a long, long time ago, maybe in the celebration thread. What happened to this model? I think it could come in handy for FREDers.

Do you have any models done beside what is released? I remember a very pretty in-game screenshot of the Colonial One being shown a long, long time ago, maybe in the celebration thread. What happened to this model? I think it could come in handy for FREDers.

We have other models in various states of completion but in each case there was some reason for holding them back. Don't worry, R2 will expand the ship set nicely :)

Guys, I was there when BTRL went live. I loved EVERY SECOND of that mod. I religiously checked back for years, and was sad to see it go.

Imagine my surprise when I finally see that Diaspora was released! I had been skeptical, but my god was I in for a shocker. Loved it! You guys captured the new videogame feeling while dropping us right into the storyline of BSG. For a second I thought I was playing Ace Combat, but in SPACE!

He was a very new member of BtRL when it split, and probably didn't really understand what was going on when it did so he might have been wary to pick sides, as it were. Just speculation, he was never really the talkative kind. I'm also a fan of his Vanguard class, if he should come back we'd love to have both him and the ship.

I have played the game up to mission 6, where it crashes so I guess I will wait for the patch.Awesome work!

The only issue I have is with the new lead indicator.. why? This method of aiming involves putting two moving things on one another (the moving crosshair and the moving enemy fighter) instead of just putting stationary crosshair on moving lead indicator like in FS. Its harder to use than the old method since you have to track and sync two movements instead of just one.

Gameplay is supposed to differ from FS2. Not because that in itself was the goal, but because flight and combat in BSG are quite different to that universe. The gunsight we use is modeled after some real military fighters, so it's not like it's a system that couldn't ever work - it's just a matter of getting used to a different way of targeting. It has it's drawbacks and it has it's advantages.

Thank the Gods I have been completely ignorant about BSG when I first heard about this project and had totally forgotten by the time I had sucked up the series and Caprica like a thirsty horse.The wait would have killed me! But this really was an awesome surprise out of nowhere for me and I'm loving it!

Good job peeps, this truly is the BSG game no one in the commercial space had the sensibility to make.

It's not the team's fault in the least, but I think just the act of downloading the installer made MS Security Essentials start choking and wheezing, since it started spiking to high CPU usage at random intervals. I'm currently in the middle of the world's longest full system scan to try to get it to play nice, and I think it might be getting a false positive from the installer to boot. I guess security programs are wary of toasters. :D

I just finished the final mission of Shattered Armistice, and man. My heart is racing and my hands are shaking from the adrenaline. The team has done an incredible job of capturing the feel of space battles from the show. That feeling of barely-controlled chaos, of tiny ships hurtling way too fast, of tracer fire and missile trails and flak blasts everywhere you look, it's superb. The visual flourishes are spot-on, the sound effects are perfect, and the original soundtrack is really authentic.

Fantastic work, everyone. I've desperately wanted a game like this since the first time I saw the show, and you've delivered in spades. I can't wait to see what the next episode has in store.

That was another reason to go with it, you could keep another ship targeted while dogfighting.

Though I think in Diaspora's implementation the indicator disappears when you are out of gun range, which makes that less useful than it could be.

Yeah, the current implementation basically takes the same distance algorithms of the lead indicator and applies them to the lead gunsight so it requires the current target's distance and velocity in order to work. It would be an interesting experiment to be able to actually implement EEGS as a HUD gauge. :P

It's not the team's fault in the least, but I think just the act of downloading the installer made MS Security Essentials start choking and wheezing, since it started spiking to high CPU usage at random intervals. I'm currently in the middle of the world's longest full system scan to try to get it to play nice, and I think it might be getting a false positive from the installer to boot. I guess security programs are wary of toasters. :D

Yeah, Norton was giving me an "unsafe" call after I downloaded the installer. I basically told it to shut up. Nothing else horrid happened after that.

That was another reason to go with it, you could keep another ship targeted while dogfighting.

Though I think in Diaspora's implementation the indicator disappears when you are out of gun range, which makes that less useful than it could be.

Yeah, the current implementation basically takes the same distance algorithms of the lead indicator and applies them to the lead gunsight so it requires the current target's distance and velocity in order to work. It would be an interesting experiment to be able to actually implement EEGS as a HUD gauge. :P

You guys remind me of how I was reading the manual for the DOS game F-15 Strike Eagle II, and how they talked about how the "historical gunsight" was used with the Vulcan cannon for a whole page.

Man, I should pull out some of my old combat flight sims again (then again, the sad reality is basically almost anything is doomed by an AMRAAM or a Paveway/Maverick fired right).

Holly crap! You guys were silent for so long, I hadn't visited the forum in many weeks! Use to follow the BTRL every day. Now it was getting that I'd check once a month, and then once every 2 months. Just when I almost forget completely, BAM! It was released 3 days ago! XD Such a great job you all did. I am having so much fun. Great to finally see this project on the Partially/Fully Released side of the forums. The non-released side is starting to get rather small now.

Hey Karajorma, the alternate torrents on gameupdates.org are up and running, if by chance you'd like to add them to the release post.http://gameupdates.org/index.php?search=Diaspora%3A+Shattered+Armistice

(Yes I realize they'll be a little slower than the regular torrents, but hopefully they'll be more dependable in the long run)

We went quiet after the ModDB Fiasco cause we wanted to make sure we made it to release. Now, even if they C&D us it won't all have been for nothing. People have played and enjoyed Diaspora so we actually achieved something.

Since R1 made so much noise all over the net, there's little point in being quiet now so you can start checking every day again. :)

What a pleasant surprise! Congratulations on the release, Team Diaspora. Here are my impressions, with spoilers.

The mod is technically marvellous. The cockpits are beautiful but unobstrusive, and I have no idea how the developers managed to get a functional DRADIS screen in there. I wonder how many other UI elements could be integrated into a cockpit. Emerging from a launch tube and straight into a huge battle is surprisingly satisfying. The graphics are really very good, from the ships to the weapon effects. The way missile trails curve and flak bursts looks just like the TV show. I didn't know it was possible to have so many bullets on-screen at once! Suggestions for graphical improvement: increase the resolution of the Theseus landing bay textures, and speed up muzzle flash animations on its turrets. The menus and the UI in general are nice. The music is not particularly memorable; maybe I had the volume too low. It's a shame, because I remember liking BtRL's music. The voices were well done, and the distortion seemed just right.

In encountered a few bugs. When targeting the Basestar's missile launchers, the HUD often shows a red square (not a diamond with an X) even when the launcher is obstructed from line-of-sight. It took a bit of trial and error to figure out where the launchers actually were and target them manually. Also, one of the missions has no briefing voiceover (I think, the one where you find the Indart).

The floaty semi-Newtonian flight mechanics apply a significant twist to Freespace gameplay, with a steep re-learning curve. The new target-lag reticle is a little more satisfying to use than a lead indicator, and I hope it becomes more common among Freespace mods. The fast-paced and dangerous dogfighting is a lot of fun. With the speeds and distances involved, hitting enemies is difficult, so it would be nice if there were some way to rearm in appropriate missions, perhaps by calling in a support Raptor or by landing in a hangar. Such a mechanic would likely be better for both gameplay and immersion than having a weaponless fighter pilot waiting in a battlezone, refused permission to land!

Mission design seems to be fairly standard Freespace fare (defang, defend), although I'm sure there is plenty going on under the hood. This initial campaign is narratively unimaginative, with little else than the basic BSG plot of humans fleeing cylons. There are no relatable characters, and very little interesting banter between pilots. However, the bleak BSG atmosphere is portrayed well. The battles are hectic and exciting, and look just like those on the show. Unfortunately, the scale can make the player's role seem unimportant. The friendly AI is rather competent, and on Advanced and Hard difficulty, I often found that the main challenge was to remain alive rather than chase objectives; when the mission was over I wasn't sure whether I'd had much effect on the outcome.

I haven't tried multiplayer yet. Since the flight mechanics are quite a departure from Freespace's (and even BtRL's), it'll be interesting to see people develop new tactics. I very much look forward to some online dogfights, and of course to some co-op missions!

In conclusion, what the development team has achieved so far is very impressive, and the Diaspora project shows promise for future greatness. I hope that this is just the beginning!

This is one of those areas where you do what you can. The Theseus already takes up a lot of video memory - too much, really - and the only way to "increase resolution" on that area would be to introduce additional maps. This isn't going to happen. What we can do is release 4096x4096 versions of those maps so people who have the hardware to use them can use them as a mod. This will likely happen a bit later.

Also, one of the missions has no briefing voiceover (I think, the one where you find the Indart).

All missions have briefing VA, but sadly there is a memory corruption bug that appears to be non-trivial to fix. After a specific amount of missions played in a row, the briefing VA will stop playing. For now the only workaround is to restart the game when it happens, and the briefing will be there. This issue is well known.

hitting enemies is difficult, so it would be nice if there were some way to rearm in appropriate missions, perhaps by calling in a support Raptor or by landing in a hangar.

A huge part of what makes Diaspora gameplay different is limited ammo. Once you learn to aim properly and make sound tactical decisions on when to squeeze that trigger, running out of ammo will not be a problem for any of the R1 missions. Introducing rearming whenever the player wants would defeat the purpose of having limited ammo in the first place. This isn't freespace and you don't have inexhaustible energy weapons and almost limitless missile reloads - you need to work with what you have. It's not supposed to be easy :)

Mission design seems to be fairly standard Freespace fare (defang, defend), although I'm sure there is plenty going on under the hood. This initial campaign is narratively unimaginative, with little else than the basic BSG plot of humans fleeing cylons. There are no relatable characters, and very little interesting banter between pilots. However, the bleak BSG atmosphere is portrayed well. The battles are hectic and exciting, and look just like those on the show. Unfortunately, the scale can make the player's role seem unimportant. The friendly AI is rather competent, and on Advanced and Hard difficulty, I often found that the main challenge was to remain alive rather than chase objectives; when the mission was over I wasn't sure whether I'd had much effect on the outcome.

There isn't much room in such a short campaign for relatable characters or any complex plots. This is just the first release; for now we aimed to get it out the door and provide as best a BSG experience as we can. Future releases will focus more on characters and plots - there is only so much you can do with 6 combat missions worth of plot.

Credits are coming directly from Newman. As is the rest of the shiplist (http://www.hard-light.net/wiki/index.php/Diaspora_Ship_List).

The current Mk7 seems to be Mr.R's indeed, as is the Heavy Raider.

There is actually an error on that page (Or it is purrposely not super informative). I was not solely responsible for the MK VII textures. DB did the bumpmap/specmap for the MK VII. He did a great job too.

I hope that all the new members check out projects besides Diaspora. There's a lot more to HLP than just one Battlestar Galactica game.

Well, everyone needs an entry drug. :DLooking back at my own past I assume many of the new members will at least have a look into other boards to see what's there, since they took the effort to register in the first place. And thanks to all the effort of the community there's never been a better time to get into FSO and its TCs.

I, for one, did stumble upon HLP by chance a few years ago while searching for BSG content. Actually I did play FS1 and FS2 retail back in the day when they came out, but didn't know about the modding community for all those years. Boy was I surprised to find out about all that had been achieved in the meantime. I quickly dusted off the old discs and went in headfirst to reexperience FS2 in all its newborn glory, and played many a mod as well.So, Diaspora brought me here in the first place too. :)

gdang this sims is awesome ,great job on this sims ,finnaly a sims that is just as advertised ,thank you thank yuo,totally love it ,gonna play this for a long while ,hope to see new campainge for this sims ,wooo hooo!!!!

I hope that all the new members check out projects besides Diaspora. There's a lot more to HLP than just one Battlestar Galactica game.

There is the "Other games you might enjoy" thread which is also on the launcher's news page. I also hope the newbies check out the rest of HLP once they've finished Diaspora, there's a lot of good stuff there even if they don't have FS2.

The later releases is when we'll really start getting people into the community via Diaspora, cause that's when the launcher will also start having download\install options and will be able to offer other games and mods beyond Diaspora.

Interesting fun fact: the team behind Wing Commander Standoff also had a bizarre, non-trival memory issue that would cause the game to crash after playing a few missions after the release of their final episode. Shame it was a completely different engine :)

CKid, how can I set the Multi? is there a server? or I have to contact players?If its the second case, would you like to play?---Yeah, we should create a Topic concerning Fan Art or Concept Art / DIASPORA!

CKid, how can I set the Multi? is there a server? or I have to contact players?If its the second case, would you like to play?---Yeah, we should create a Topic concerning Fan Art or Concept Art / DIASPORA!

I will admit, I am not a *big* fan of the show. I felt the show had a lot of potential and was doing very well in the first two seasons but then it turned in a whole load of dumb mumblejumble, endless foreshadowing that lead to absolutely nothing. Mysterious mystical things and episodes that had tremendous periods of time dedicated to that wierd cult/harem thingy. I was frankly incredibly bored and it left me kinda jaded with the whole franchise...One thing I felt the show did incredibly well though, was its space combats.

Now I already betrayed why I think Diaspora is such a great Mod/TC/Freeware game/Stand alone. You guys managed to capture the BSG space battles so incredibly well. The flak screens, the missiles, all the ships, the chatter. Everything. The assets look incredible and the Sound effects are just right. The immersion is completely there. The missions are solid and I did not encounter any bugs or eye brow raising moments.On the flipside, because of all this atmosphere I actually switched from Medium to Very Easy difficulty... I didn't really felt like being challenged, I just wanted to experience the experience! (Having to redo the same mission twice because of bad luck and a CTD helped that decision too)

One point of critism is the tutorial. I followed it through till the end and while it was fredded solidly and without bugs... it was incredibly dry and showed things that are just not really all that important to know as basic training (removing and adding targets to the escort list? Why? A solid mission should have all the relevant targets already in the escort list). I found this kind of a odd choice, since I think the majority here agree that the FS2 style tutorial just isn't a very good way of introducing new players to the game.

An other point is the music.I just didn't felt the music properly supported the action on the screen. It was soft, really subdued on the background and just not as blood pumping and exciting as I would expect it to be. Now that I think back about it, I can't even really recall any of the tracks... nothing stood out.

On the technical side of things you guys already received plenty of feedback from other people. I will only add that I encountered a few CTD's and one occasion of the briefing voice not playing. That aside, the FPS was butter smooth. Only on one moment (m6, with all capital ships in my view) did my fps drop to the 52 range. So major props to Swifty for all those optimizations. I did wonder where the particle script capital ship death explosion trails went though. They would have fit so well and would have made a Base star exploding all the more satisfying. (Yeah I know it can make the fps come crashing down, but you can always set the script to not display those trails under a certain FPS threshold)I played M6 only with the patch and did not encounter any crashing in three plays.For some reason though, I was unable to bind glide back to Alt-G. Even though the options said it was set to Alt-G, I could only activate it with W ingame. Odd.

The movies were pretty cool. But that opening credit roll felt super pointless to me because no nicknames were included. I only recognized Axem's name basically. The rest were 'just names' I never saw before.

The briefing voice bug is tied to the play-sound-from-file code having a memory leak. It's on the list to get fixed but sounds like it'll be a bit involved.

On the music, did you have the volume turned up? You might be a bit surprised that it's a bit more intense than you're recalling...

Oh believe me, that was actually one of the first things I did. "Huh? where's the music at?... ah k, so it was only at 50% volume...This music is still... really soft..."That's pretty much exactly how I went for me in the first mission. You can tell me its intense, but it didn't left any impression on me.

Yeah, using real names definitely looks much more professional, and including nicknames would have detracted from the cinematic feel, even if you could have fit them in. Although admittedly I recognized nearly all of the names, thanks to having looked at the credits page (http://diaspora.hard-light.net/team.html) a few times before. :D

Yeah, using real names definitely looks much more professional, and including nicknames would have detracted from the cinematic feel, even if you could have fit them in. Although admittedly I recognized nearly all of the names, thanks to having looked at the credits page (http://diaspora.hard-light.net/team.html) a few times before. :D

Immediately after posting that I thought to myself exactly the same thing (more professional), and on a hunch visited the credits in the techroom and sure enough, there was everything I just asked for.

Thank you for your feedback Spoon. May i ask what would be for you a good (intense) music for this missions ? Have you an example eventually ?

I had the same basic complaint during the beta. The music is just too quiet. Absolutely nothing wrong with the music itself - i thought it was superb and well timed within the missions. I ended up taking sfx and voice to about 75% and music to 100%, then cranked up the overall volume in Windows or on the speakers.

I have a question, is there a way to bring the advanced settings to their default values (in the launcher)? I accidently switched them all off by selecting "Default FS2" in the "Flag sets" drop-down menu.

If not, could someone tell which options were ticked by default? I tried reinstalling Diaspora but it didn't helped.

The game is great btw, space combat looks exactly like in the show - amazing. Congrats to the team behind the project. I can't wait for next release.

Thank you for your feedback Spoon. May i ask what would be for you a good (intense) music for this missions ? Have you an example eventually ?

I had the same basic complaint during the beta. The music is just too quiet. Absolutely nothing wrong with the music itself - i thought it was superb and well timed within the missions. I ended up taking sfx and voice to about 75% and music to 100%, then cranked up the overall volume in Windows or on the speakers.

Intetesting ;o) So for you this lack of "tension" could be solved with a better volume balance between music and sounds ?

I have a question, is there a way to bring the advanced settings to their default values (in the launcher)? I accidently switched them all off by selecting "Default FS2" in the "Flag sets" drop-down menu.

If not, could someone tell which options were ticked by default? I tried reinstalling Diaspora but it didn't helped.

The game is great btw, space combat looks exactly like in the show - amazing. Congrats to the team behind the project. I can't wait for next release.

OK, I sorted this out myself - it appears that the wxLauncher it's not uninstalled with the game itelf. I deleted it manually from User/AppData/Roaming folder (win7), reinstalled Diaspora and the settings are back at their default values.

II think it can also be uninstalled manually from -> Diaspora/wxLauncher/Uninstall.exe

I have a question, is there a way to bring the advanced settings to their default values (in the launcher)? I accidently switched them all off by selecting "Default FS2" in the "Flag sets" drop-down menu.

Yeah, using real names definitely looks much more professional, and including nicknames would have detracted from the cinematic feel, even if you could have fit them in. Although admittedly I recognized nearly all of the names, thanks to having looked at the credits page (http://diaspora.hard-light.net/team.html) a few times before. :D

Immediately after posting that I thought to myself exactly the same thing (more professional), and on a hunch visited the credits in the techroom and sure enough, there was everything I just asked for.

Sorry but 'looks more professional' is... an absolutely silly argument imo. That just makes it sound pretentious and like its forgotten who the audience is (gamers). I've also seen *plenty* of other games that had their crew listed with nicknames in the credits.Anyway, not to start a fight over something rather trivial. :p

Thank you for your feedback Spoon. May i ask what would be for you a good (intense) music for this missions ? Have you an example eventually ?

I had the same basic complaint during the beta. The music is just too quiet. Absolutely nothing wrong with the music itself - i thought it was superb and well timed within the missions. I ended up taking sfx and voice to about 75% and music to 100%, then cranked up the overall volume in Windows or on the speakers.

Cranking up the volume of the music would be a good start!

Edit: I just remembered that I forgot to mention how much I love that new gunsight (instead of the lead indicator). Took me a small moment to get used to it, but I quickly started loving it.

World's smallest nitpick: its impossible to see kills when flying the raptor, as the inside of the cockpit there is blue as is the kill counter. Not that it really matters, but for blood knights like me, its just bothering not knowing how many pathetic little raiders I've exploded thus far :D

Sorry but 'looks more professional' is... an absolutely silly argument imo. That just makes it sound pretentious and like its forgotten who the audience is (gamers). I've also seen *plenty* of other games that had their crew listed with nicknames in the credits.Anyway, not to start a fight over something rather trivial. :p

Speak for yourself. If I had the decision as to which name would appear on the credit reels, I would have just kept my real name in there and kept my nickname out entirely.

I really don't see how having nicknames in there would make the game more enjoyable for our audience.

Another thing that I realized is that a nice professional looking credits sequence like this would be extremely useful for any team member who would like to use the game in his portfolio when job searching.

For such a purpose, adding the forum handle could be a detriment, depending to a degree on whether your handle is something like "Swifty" or "Dirt McStain" (No offense Dirt, but yours was the most entertaining name on this page).

Another thing that I realized is that a nice professional looking credits sequence like this would be extremely useful for any team member who would like to use the game in his portfolio when job searching.

For such a purpose, adding the forum handle could be a detriment, depending to a degree on whether your handle is something like "Swifty" or "Dirt McStain" (No offense Dirt, but yours was the most entertaining name on this page).

If you want to be looking for a desk job at some kind of company that is not a game development studio, sure. Again, look at how many game credit rolls have nicknames included in them. Quite a few! Even as developers, we're still gamers. And so are the people that work in the game industry (most of the time at least :p )

For such a purpose, adding the forum handle could be a detriment, depending to a degree on whether your handle is something like "Swifty" or "Dirt McStain" (No offense Dirt, but yours was the most entertaining name on this page).

I believe music level is in the options menu? unless the composer forgot to normalize. :) Why do you feel compression would be needed? are you constantly changing the volume? Personally I haven't. Sound tracks and classical music tend not to have as much compression as say a pop mix for radio, as dynamic range is every bit as important to the music as the notes themselves.

Cause we're not idiots who want to get our project C&D'd by NBC for one thing. :p

Nooo, I mean you can distribute free mods on Steam too. Black Mesa and a couple of others are available for download off steam for FREE or they'll link to you r website where you can download it. I think I got Eternal Silence downloaded off Steam..

Nobody makes profit out of Steam Greenlight, there is an entry fee that goes to Child's Play Charity (which was set to prevent spam entries) and if you want your game to be free then it's fine you can set it as free.When you present it on Greenlight the users will start rating your mod, being done and also being free should catch a lot of attention.

KaraBulut: The problem is still that, whatever else we are, we are an unlicensed game. It can thus be argued that we are violating NBC/Universal's IP rights; something Steam Greenlight's submission guidelines explicitly forbid.

KaraBulut: The problem is still that, whatever else we are, we are an unlicensed game. It can thus be argued that we are violating NBC/Universal's IP rights; something Steam Greenlight's submission guidelines explicitly forbid.

Oh I see, contacting them etc. would be a pain to deal with I believe :D Then I guess you have to do your best to keep the torrent links alive.

hey mate! yeah long time, i've been very busy as you might expect...^_^How are you guys doin'? hope to see you all on multiplayer games! ;)Again, congrats to ya all for releasing the game, so proud! honest!

hey mate! yeah long time, i've been very busy as you might expect...^_^How are you guys doin'? hope to see you all on multiplayer games! ;)Again, congrats to ya all for releasing the game, so proud! honest!

You know, in case you decide to be a part of it again, we're still here working on the next one :)

I gave Diaspora a try yesterday. Everything in the game looks and feels highly professional. I loved the voice acting, 3d models and textures really look nice. Congrats.

I used to be an ardent fan of BSG, but my enthusiasm declined after I witnessed its slow degeneration into a space opera with unnecessary mysticism and silly religious conundrums, political cameo references to recent wars, and especially when the complete cast started developing severe symptoms of a hamlet-esque "to be or not to be cylon" neurosis..

What I liked about the show was the gritty realism of survival against a military superior enemy in the first season. And the game captures the essence of it very well.

cons:-I'd like to see different narratives explored than just "play hide and seek with the cylons"-Landing: Took a while until I figured it out.-Few types of missiles-The player character's personality is not present anywhere. He/She is just a human/cylon war machine?

I suppose this release aims at a very canonical experience. If someone takes the artistic liberties and courage to go beyond this, there could be more extremely enjoyable battle scenarios apart from battlestar vs. basestar like cylons vs shivans or blue planet :D

I compiled the linux release and it seems I am the only one with this bug in M6, which makes the mission impossible to finish. ::

Spoiler:

When the Theseus makes its last stand against the basestars, it was at 20%. I continued to frantically shoot down missiles and raiders, until I noticed it is actually invulnerable and its integrity will never drop below 16!!I stopped protecting it and hid at a safe distance, watching it take out one basestar at dreamy slow pace. Then... the invulnerable Theseus engages the other basestars, despite its heavy pounding; a scenario that looks like setting up an invulnerable frigate against a Sathanas.. After multiple restarts, I cheated myself unlimited weapons and nuked the basestars with a rain of N3 bombs. One of them won't go below 61%. So how am I supposed to complete a mission with an invulnerable Theseus and an invulnerable basestar matching each other for all eternity... ?

cons:-I'd like to see different narratives explored than just "play hide and seek with the cylons"-Few types of missiles-The player character's personality is not present anywhere. He/She is just a human/cylon war machine?

All of these can be answered with a single - "this is just the first release". Each release will introduce more stuff, allowing us to do longer campaigns, which will in turn allow us to do more with the story. There's only so much you can do with a 6 mission campaign. Thanks for the feedback, though, and I'm glad you enjoyed the game!

hey mate! yeah long time, i've been very busy as you might expect...^_^How are you guys doin'? hope to see you all on multiplayer games! ;)Again, congrats to ya all for releasing the game, so proud! honest!

heya skull! You are alive! ...and well i hope.I hope we can arrange a few games in the next weeks...it's been ages since you hunted me across Scars Playground. :)

hey mate! yeah long time, i've been very busy as you might expect...^_^How are you guys doin'? hope to see you all on multiplayer games! ;)Again, congrats to ya all for releasing the game, so proud! honest!

heya skull! You are alive! ...and well i hope.I hope we can arrange a few games in the next weeks...it's been ages since you hunted me across Scars Playground. :)

Hey mate! yes i'm aliiive!!! ^_^ good to hear from you too! yep i guess we could arrange a few games dude! ;)

my name is Christoph from the PlayDeb project and I try to build a Debian package for the Ubuntu gaming site playdeb.net .

The compilation succeeded so far after applying this patch:http://pastebin.com/raw.php?i=0ERmT9h5

The folder in the ini file is set to folder=/usr/share/games/diaspora because this is where the data files are installed.Unfortunately, the game tries to write in this directory which obviously does not work.Would it be possible to define a seperate configuration directory which should be $HOME/.config/diaspora ?This is a blocker because I do not want to copy the entire 3gig data directory to the user's home directory.

If you have an account on Launchpad you can comment directly there:https://bugs.launchpad.net/getdeb.net/+bug/1046551

Which files specifically is the engine/wxLauncher trying to write to in the data directory? The engine should already write to ~/.fs2_open and wxLauncher should write to ~/.wxLauncher. The only thing that I can think of that would write to the game data directory is wxLauncher when trying to write to <datadir>/data/cmdline_fso.cfg. This is a known issue for wxLauncher and is being tracked by by wxLauncher bug number 93 (https://code.google.com/p/wxlauncher/issues/detail?id=93).

Is there a keypress other than target padlock view that lets me look around the inside of my cockpit? TrackIR isn't doable for obvious reasons and the FreeTrack handbook is refusing to download.

Other than "look left-right-up-down", unfortunately no. I've just tried downloading the freetrack handbook and it works great, though, might want to try again.

Yeah, I just tried a re-download and it works fine. I've acquired a webcam and I'm in the process of building the LED array for a 3-points-cap model. Diaspora will be the first game I test it with. :nod:

After taking a while to play through this several times, I figured it was time to give my two cents on this:

First of all, major props to the entire dev team. You truly created the Battlestar Galactica experience so many have tried and failed to. In particular I'd like to thank those responsible for the voice acting assets, as that is what truly sold this like no other FreeSpace mod has, in my opinion, ever done. At the very first launch tube sequence, thanks to both the voice and sound assets, I had totally bought into the illusion. Masterful job guys, truly masterful.

Now for what you've all been waiting for, and what I somewhat grudgingly do: the constructive criticism. My largest gripe would have to be the role of missiles within the game, specifically anti-fighter missiles and nukes.

Firstly, the Viper's anti-fighter missiles (I forget the name at the time) are virtually ineffective at their purpose. Their flight performance is precisely what should be expected and produced in a missile (again props to the team for the flight models), but the warhead is akin to throwing a stone at a tank. If a few rounds can bring down a Raider, I would suspect a high explosive warhead detonating right against the hull would have a rather drastic and commonly fatal effect. However, every time I bother to fire a missile, I at most get ~10-30%, at the most 40%, return in hull damage on the target. With missile range so limited, its a infinitely more efficient use of my time to simply use guns and move on to the next toaster.

As for nukes, this is mainly an implementation issue. Having the nukes appear exactly the same as normal missiles visually is perfect and introduces a tenseness to the gameplay, but it is often extremely difficult to sort through the mostly harmless missile spam to find the one nuke you're hunting. I'm not sure its possible to assign them a higher priority when using the B key, but it would be appreciated.Lastly, in the current version nukes simply aren't nukes. They're fancy heavy torpedoes. I see a nuke about to impact a ship, I expect a large flash and shockwave, and likely significant damage to the target ship. If a nuke can crack Galactica's flight pods with a direct hit, I again expect to see some damage accomplished. Instead, there's a teeny little bang, virtually no different from any other torpedo, with modestly more damage. It creates a very underwhelming melodrama that detracts from the thrill of needing to eliminate these missiles. Nukes are meant to be scary, and at the moment they simply aren't. Personally I would recommend upping the damage they do while decreasing the number fired in order to balance the tradeoff, but this is again my opinion.

I respect that I am in no means an expert, merely a humble fan, but I think it's always a good idea to throw my ideas out there. Let me reiterate on my initial words, and say that these comments are in no way a detraction from the dev team and what they've created. Shattered Armistice is, as it stands, still an amazing experience that can only get better.

Nuclear missiles do exactly that, they create a large flash. Nuke damage has been intentionally reduced in R1 so that players aren't frustrated by quickly losing ships due to persistent damage.

Also, when it comes to bomb damage you're up against several kilometer long ships that in-show shrug off external nukes and missiles.

Quite a bit of thought went into getting the balance right on these, and it's probably not going to be something to change in the second release minus people getting a better feel for nuke damage by having more missions where you can quickly take out Cylon targets.

Having some new, small, ships will also help out a bit in making the weapons feel more powerful. The Tercio bomb for instance is only useful against frigates and civilians for the time being since it's meant for light capships.

I was amazed at how the team was able to reproduce the nuke detonation effect from the show. If you go back and watch the show you'll realize they nailed it. I'd also like to say I think the planetside detonations were a real nice touch.

You guys were right, the Theseus flak screen is way more effective at smooth framerates. I also happened to score way better against the toasters.And now the game looks beyond awesome... absolutely mindblowing in fact! :yes:

Also some really special moments were had this time as well: :cool:

Spoiler:

I just happened to fly right above the Theseus in M6 when it started launching nukes mere meters away from me... oh boy, what a sight!

Strange. After playing quite a while I've never seen that flash despite playing the Basestar assault mission several times. Well consider that bit retracted then, I'll do a bit more investigating.

Also, yes, I expected the planetside detonations to be a simple background change, but the effect was a very nice touch.

Latest drivers, yes?

Since new ones were just released today, technically no, but might as well be. Like I said I'll do a little digging to be sure I'm not being blind, but I'm fairly sure that at least Raptor launched nukes did not have any noticeable flash effect.

Firstly, the Viper's anti-fighter missiles (I forget the name at the time) are virtually ineffective at their purpose. Their flight performance is precisely what should be expected and produced in a missile (again props to the team for the flight models), but the warhead is akin to throwing a stone at a tank. If a few rounds can bring down a Raider, I would suspect a high explosive warhead detonating right against the hull would have a rather drastic and commonly fatal effect. However, every time I bother to fire a missile, I at most get ~10-30%, at the most 40%, return in hull damage on the target. With missile range so limited, its a infinitely more efficient use of my time to simply use guns and move on to the next toaster.

Quite apart from everything else, missiles were nerfed because BSG has always been about gun battles. We couldn't capture the real feeling of the show when missiles did more damage. Every time we tried battles became more about killing things with missiles than guns.

Firstly, the Viper's anti-fighter missiles (I forget the name at the time) are virtually ineffective at their purpose. Their flight performance is precisely what should be expected and produced in a missile (again props to the team for the flight models), but the warhead is akin to throwing a stone at a tank. If a few rounds can bring down a Raider, I would suspect a high explosive warhead detonating right against the hull would have a rather drastic and commonly fatal effect. However, every time I bother to fire a missile, I at most get ~10-30%, at the most 40%, return in hull damage on the target. With missile range so limited, its a infinitely more efficient use of my time to simply use guns and move on to the next toaster.

Quite apart from everything else, missiles were nerfed because BSG has always been about gun battles. We couldn't capture the real feeling of the show when missiles did more damage. Every time we tried battles became more about killing things with missiles than guns.

Hmm....had not considered that point, but I can certainly see how that could happen. Nonetheless, it still seems to me at least that there is no real incentive to use them at all. Perhaps I should up the difficulty farther and see how it goes, but again it is just my opinion.

I alway thought that missiles could only be mounted on the new VII's, so thats why we don't see colonial missiles.And since you have not that much mounts for missiles, well, I would appreciate a missile once or twice, to actually kill something.

I alway thought that missiles could only be mounted on the new VII's, so thats why we don't see colonial missiles.And since you have not that much mounts for missiles, well, I would appreciate a missile once or twice, to actually kill something.

Nope, missiles can be mounted on the MkII too, as seen in "Hand of God" and "The Hub".

I almost finished the campaign, and I gotta say, well done. The graphics, as we already knew from trailers and screenshots, are amazing; but you also nailed the sounds, characters, gameplay, balance and general immersion. It really feels like flying around in the series; hats off. (Only specular reflections seem rather high, but that might be just me)

That said, a bug report (is there a centralized thread for those somewhere) in M6:

Spoiler:

The Theseus is down, we're ordered to rendezvous with the Prometheus. Another baseship jumps in right next to the Prometheus, and bombards it into oblivion - that's about 30 seconds before it leaves. However, there is no indication anywhere of the loss of the freighter; the countdown just keeps going, and apparently nobody noticed the blast. Only when the countdown reaches zero, someone says 'It's gone' (presumably the Prometheus-departed message).

What is this Balactica you speak of hmmm? And it's a recently released TC you say? Well, I might just give it a go you know, just to see what it's like.[later]Mind=Blown. That was awesome. Loved the environment, loved the interface, loved the graphics and the dialogue. I loved how when you press F1 on the menu screen the lines actually point to the right buttons! The high pace dialogue during combat was a really cool and realistic touch which I feel many other mods FSO engine based games miss out on (in part due to the innate lack of voice-acting preventing it), and I don't know what other ppl are saying but I'm rockin' that music.I did find myself just thematically adding bits in my head a couple of times, don't know why, eg.

Spoiler:

The sound of a female pilot screaming "[name], No!" or something along those lines when [name] got shot downA short cutscene of the Theseus jumping away from the first exploding basestarNukes going off over the planet, but that happened later anyway.Oh an correcting the intro cutscene to have presents after the acknowledgements, not right after "Diaspora Development" ie. Diaspora Development, In collaboration with SCP, and HLP, Presents

I always give a "thumbs up; ready to go" when launching like in BF3 (though I've never actually played it)Typical "Landing": Ah! There's a countdown timer, burn, burn! Oh wait, physics, burn the other way, burn-SLAM! Ow. Right slow down, no speed up some more, bang, end up upside down.Too short, fighterbays a little low detail, lost briefing voice once but fixed on restart (I am aware that you are aware of that, hence my ensuring that you're aware of my being aware of your awareness of it), crashed once, got lost in the last mission when

Spoiler:

I tried to land on the Prometheus but didn't work out where the fighterbay way, of course in hindsight it wouldn't have one but I was just sitting on some random flat surface and it ported away from under me :-(, then there were cylons everywhere. Not a complaint, just a statement. I'll give that mission a replay again soon to get the other ending (the one I was trying for).

Liked how

Spoiler:

The cavalry didn't come to save the day, I was totally expecting someone to arrive and help. But the fact that they didn't hammered home the fact of how screwed everyone was, I didn't expect to be left in cylon space with no way home.

Is it possible to show a pilot's wing/number in the dialogue? Right now, I'll see a message like "Pizzaface: I need some help here!" and I'll have no idea where or who Pizzaface is. He could be anyone... Red 3, Blue 1, etc. Sure, there's about a 1/10 chance I'm actually going to break off and assist Pizzaface so, it's not a big deal if this is just done for immersion and not functionality. However, I could see a potential mission objective (or bonus) where x% of a wing has to survive so some dialogue clarification would help.

Just the characters. So... Obit, Shadow, Flask, etc. All the people listed in the VA thread basically. I have a funny feeling there are a few others that are kinda generic but have a name anyway, but I can't be sure.

Most of the time they're just Blue 1, Orange 3, Purple 2, etc.

It's a mix basically.

It takes a while to notice them, alright. I only really noticed them when I started adding them to my escort list.

Also, what exactly is R1.5? Is that an expansion of R1 or a standalone release?

Basically if we're happy with multiplayer but not yet close to R2 we'll release a big patch and include all the multiplayer stuff in that. If we're only happy with multiplayer when R2 rolls round, we'll include it there.

So basically R1.5 might never happen. It depends on the multiplayer feedback we get and how fast we can crank out R2.

Hey!I absolutely loved R1!, I've played every at least mission 5 times already.So glad it accualy got released.Surprisingly my computer can play it smoothly, so I hope the self shadowing will be in R2?And will the basestars get an inside? you are already able to fly through the hangar doors :cool:. That would be cool for some missions.

In M3 I bumped into Obit once :lol: one of the many incredible details!

Is it possible to show a pilot's wing/number in the dialogue? Right now, I'll see a message like "Pizzaface: I need some help here!" and I'll have no idea where or who Pizzaface is. He could be anyone... Red 3, Blue 1, etc. Sure, there's about a 1/10 chance I'm actually going to break off and assist Pizzaface so, it's not a big deal if this is just done for immersion and not functionality. However, I could see a potential mission objective (or bonus) where x% of a wing has to survive so some dialogue clarification would help.

This is actually just as relevant to multiplayer. I had my first session yesterday and I played a co-op mission where I got several messages from the other player to form up on his wing or cover him. Unfortunately, I didn't remember what slot he was in so I would just pick up a random friendly pilot and follow them, assuming that they got the same commands.

Quite apart from everything else, missiles were nerfed because BSG has always been about gun battles. We couldn't capture the real feeling of the show when missiles did more damage. Every time we tried battles became more about killing things with missiles than guns.

Given that every mission you score 10+ kills and you have only 4 missiles, well.. you tested it several times so you're probably right, but maybe it would be a better idea not to give them at all? And give them only on special oportunities.

I recall one of the things that I was excited for in BtRL was that variables would be used to keep track of ordnance stores. You never saw many missiles in the series because stores on the Galactica were limited. You can't launch fighters with missiles every mission when you're limited on missiles... else you'll run out of missiles very quick! The Theseus is not on the verge of being decomissioned, has a full stock of ordnance, and probably does not expect to be completely isolated over the next few days - they will launch all the ordnance they have to deal with the threat at hand. Once a Galactica campaign comes to be, that certainly won't be the case.

I seem to recall they re-purposed some civies to make the regular KEW ammo. Missiles would be more complex, requiring a rocket engine, an explosive warhead, and a guidance system. Since they're space missiles, you'd need RCS and/or a vector thrusting engine for it to maneuver, as well. Not sure if they were able to re-build those.

I always assumed that, once Peggie was around, they started distributing manufacturing capabilities. Pegasus herself is a military-industrial complex with engines; as such, I thought they used the tooling there to distribute manufacturing capacity throughout the fleet. Not ot mention they had a whole year on New Caprica in which to build up stockpiles of stuff.

I seem to recall they re-purposed some civies to make the regular KEW ammo. Missiles would be more complex, requiring a rocket engine, an explosive warhead, and a guidance system. Since they're space missiles, you'd need RCS and/or a vector thrusting engine for it to maneuver, as well. Not sure if they were able to re-build those.

The episode I was thinking of was when Apollo was off fomenting sedition with the President on Kobol and they were breaking in a new CAG. So pre-Pegasus. The missiles they were using seemed to be dumb-fire, hence the target practice, so maybe they were easier to produce.

I figured I'd stick this here so it could have a more permanent forum -

I have some quibbles with the mission design in a few of the set piece battles. In particular, I don't think the missions effectively leverage expected lines of sight to frame key events. Take mission 6 - one of the first big events is the arrival of a second Cylon base ship. The player gets a message (which is great), but is unlikely to see the ship actually jump in, because the Quasar wing raiders - the player's current objective - approach from what seems like a random angle. This means the player is likely off tangling with Quasar.

If Quasar came in from a fixed position (and I know there are issues with this) you could anticipate the player's expected line of sight, presumably off Quasar's tail, and set the base ship's arrival on the line drawn between the player and Theseus, extended out past. This kind of framing psychology, drawing the player's eye towards key information, is something I've heard a lot about from guys like Valve and found pretty effective in FS. Hopefully at least worth thinking about.

The download of the mod went without troubles but when I try to download the window 1.0.2 patch it's get flagged by ESET 5.2.9.12 (latest definiotions) as a NEW HEUR PE virus and the download of the patch is terminated.

NEW HEUR -> new heuristic means it is not a signature detection but one by seeing some virus like patterns in the binary. Thats almost always a false positive if you downloaded it from a reliable source.

As a long time fan of BSG, and a frequent lurker here ever since the BTRL days, I can whole heatedly say THANK YOU! to all involved.

When I fired up the first mission and I'm sitting IN THE FRAKING LAUNCH TUBE with the launch control officer talking to me....HOOKED. Then launching my MKVII into a battle in progress. I was right in the middle of an episode. That was awesome beyond words.

The visuals, the sounds, the music...it's all FANTASTIC.

I can't wait to see what else there is in R2. I look forward to flying a MKII and getting to see that awesome pit we saw in the video. I have track IR and LOVE the MKVII and Raptor pits as well. So much attention to detail. Well, its really appreciated. So again, THANK YOU ALL.

The launch tube start was an amazing introduction for me too, even though I was never much of a fan of the show. The perfect attention to detail throughout the whole campaign too. And then the beautiful flight model was a joy to ... stuff. (I haven't really spoken English in almost a year, the words are not coming.)

Simply, I loved every minute of it. Even having to start mission 6 like four or five times before I got through without a crash :p

Speaking of tube launches: would it be stepping on anyone's toes if I posted a mission with them? I saw there is a tutorial on them in the works.

BOO! I've been watching this game for the longest time. All the way back to when the team was part of that "other" project. So here I was lurking and never registered here. Game launches and I go to register only to find out my call sign is considered spam on the forums?!

NO! You guys used "Theseus" in-game for the Battlestar? Bah! That's the call sign I used for the last two years when I started in Battlestar Galactica Online (Closed Beta).

So, I had to resort to using my other online nickname here... but I'll still be using "Theseus" in-game.

Aside from that, congratulations to the development team. I know it's been a LONG road. I've kept an eye on you guys just hoping you make it happen. I'll be interested to see how much this picks up and hoping to see a bunch of servers online for multiplayer runs.

Is there a system yet for dedicated servers? I'd love to set one up. Maybe bring back the Headhunters from the BGO days! Wee!

After following BtRL for so long, its implosion and this being born, I had ended up forgetting about it. Very pleased that this has come out and I really look forward to playing it. Hopefully my system will survive long enough :)

Err.. I was thinking, by dated, Pentium D 2.x GHz with maybe 2GB RAM. They are still out there, you know.. of course, maybe it's not quite that dated.. Basically, even a system with those specs should be able to run the game. Problem is they have all the crapware pre-installed on the system all set to run at startup. Rather than sorting through all that, I was thinking it'd be easier to just kill all unnecessary processes with GB and then re-launch them after the game.

See, you're making a lot of assumptions that are all based on one throw-away line in a post. Can you see how those assumptions may not be valid?

An analogy:Assume you are a salesperson. Assume a customer comes up to you and tells you that he likes the shop you have, and isn't the weather ghastly?Do you a) engage in small talk, trying to figure out what you can do for the customer, or b) Assume that the customer wants to buy a whole set of bad-weather clothing/a tropical holiday?

If you've answered a), Congratulations! Now try and apply that to your posts here.If you've answered b), ask yourself whether you know enough about the customer to make any good recommendations.

Reason #2 being the more important one :) We have plans on how to introduce it right, but shoehorning it on any post-fall Battlestar other than Galactica simply isn't going to happen.

A more important question: what's about Basestars and Raiders from the first Cylon War ? ;)Together with the Galactica, the Sobek Class Battlestar, the Bolitho Corvette and the MKII Viper ( and the existing civilian ships ) it would possible to create missions and campaigns setted in the First Cylon War - without spoiling the canonic storyline after the Fall.

It also sounds like you may be using the debug build rather than release. There is something that Diaspora does that has a dramatic effect in debug that doesn't affect other FSO-based campaigns (even Blue Planet) much less.

Yes, but not until someone who is educated figures out why it is really slower. Until then, we figure that uneducated guesses will egg the educated into doing what we can't do ourselves. :P ... although, if there is something short of learning code that we can do to help you figure that out (running test builds, posting logs, w/e) please let us.. well, at least me, know. Keep in mind my rig insists on using Intelgrated for FSO, though. :ick: Not sure if that would cause problems. And, ofc, I'm sure you coders have about a million other things including RL issues on your plate.

Summary: We love you guys.. now hows about figuring out why debug runs slow? C'mon, chop, chop! *jr2 flees for his life* :warp:

Debug is slower primarily for one simple reason: In the interest of allowing much easier stepping through code and watching variables when debugging Debug builds have compiler optimizations completely disabled. Therefore some of the resulting code can be up to 3 or 4 times slower. Keep in mind this has nothing to do with "Optimization" like SSE which are still enabled in debug. Also when talking about windows builds debug versions of the std::vector implementations are horribly slow and used quite often throughout the codebase.How's that for an explanation?

Unfortunately it's not just 3 or 4 times slower at the moment. Last time I tried running the debugger and loading a Diaspora mission in FRED I gave up after 15 minutes and built a test mission on retail FS2.

The Standard Library containers appear to be painfully slow in debug. Since Diaspora uses pretty high poly models, it's more prone to problems with this.

Just played for the 2nd time and got the "good" ending (well, the one where I don't die anyway). My vocabulary contains insufficient awesome to describe what you all have accomplished with this release. My hat's off to you. Or it would be. If I wore hats. Can't stand hats, really. They do bloody awful things to (what's left of) my hair. :P

Suffice it to say, well done! Especially... well, all of it. The new flight model, the visuals, the ai... I can hardly believe the FSO engine can be coaxed into doing all of this! Well done indeed. :yes:

I especially liked the call from Galactica at the end. Damn, that Battlestar had really poor timing thanks to the Tylium problems.

That being said, I did sense the pattern of copying situations from the show and correctly predicted the Bolitho ramming the Basestar. I expected it to do more damage though, since the Pegasus' landing pod was able to tear up a Basestar. :p

Voice acting was generally well-done. There did seem to be a long pause at the start of every briefing that seemed odd though.

AI was well-done too. I didn't feel like you were Master of the Universe aka Alpha 1, but I still felt like what you did had an impact. The wingmen's default goals seemed pretty well-done, so I generally did not give them specific orders. I think the only mission that I really tried that on was the one where you disable the turrets on the Basestar.

Missiles were well-balanced, as was gun ammo. I ran out on the last mission, so I had to start conserving it rather than indiscriminately firing whenever my reticle got close to the fighter I was targeting. Earlier missions I didn't have to bother.

If I could change one thing, I think I would add a bit more plot. I played through it kinda fast, but I felt like there was more opportunity to distinguish your wingmen than was exercised.

I did have a lot of trouble with the game crashing because I initially missed the patch link in the release thread. Besides getting the torrent patched, some kind of notification in the launcher would be a really good idea. I only found the patch because I started looking in the right places on the forums, which somebody who got the game would not necessarily know to do.

I am not much of a forum guy, but I had to register to post about this mod. Fantastic work! You guys did a great job capturing the atmosphere of the TV show, which is impressive in itself, but it also plays almost unbelievably well.

at a guess the M on the Nvidia 9400M means it is a mobile edition which would make it under powered compared to its equivalent full blooded card. now FS2 and Even BP is not even close to Diaspora on graphical load due to how detailed the models are, for example I can get playable frame rates out of BP:WiH but Diaspora just melts my PC with it's GF 6600 GT. Try ramming all the detail levels down as far as they will go both in the launcher and in the game and see what happens, if it is playable then think about turning options up/on until you find the balance between looks and playability.

Even BP is not even close to Diaspora on graphical load due to how detailed the models are,

lolno

BP is, in fact, worse than Diaspora in some situations (Delenda Est comes to mind). Which is due to the fact that BP models in general are poorly optimized; The Rheza Station, Sanctus, Titan, even the new Karuna model, they're all far worse ressource hogs than most models in Diaspora.

Diaspora has only one really big ressource hog, the Theseus itself, and you'll never see more than one of those in a mission.

Also, Diaspora has a lot more minimalistic design. It doesn't use a lot of capships, and the projectile visuals are rather subdued. BP, on the other hand, is bristling with particles, fire, big ships and flashy hi-res bitmaps. If you open up Diaspora effect VP, you'll see that there's very little in there, same goes for textures. BP, on the other hand, uses the entire Mediavps package, then adds about as much new content on top of that. There's no reason for BP to run faster than Diaspora unless you're using a cutting edge engine build for the former, and what came with it for the latter.

Into The Lions Den runs at 80ish FPS (down to 50 when I died and had the cinematic mode)

That's a pretty similar Macbook Pro system to the one I did Diaspora development work on. Sure it's not the fastest out there, but you should be seeing c.20-30 FPS (without FXAA) through most of the first Daispora release.

I'd suggest you check NVidia drivers for updates when booted into Windows XP, and I've assumed that you are actually booting to Windows rather than running virtualised BootCamp using VMWare etc. The other option would be to run the Mac OS X release, and make use of the full 8GB of memory. Diaspora is reasonably memory hungry.

Hey guys, been meaning to download this mod forever. Finally did, and it's mind-blowingly awesome. Captures the feel of the miniseries/season 1 perfectly.

I have a technical question/issue, however:The AA settings don't seem to be helping in my nVidia control panel. When I play the game with 32x CSAA, I still see a decent amount of unaliased edges. I don't see any AA settings in the main menu. What is the best way to get a well-AA'd experience in the game?

FWIW I don't have FS2 open installed at the moment, but it never had this problem.

Hey there guys. I realized this question might seem a bit retarded but this issue's got me banging my head on the wall, so here it is: how do I invert the mouse controls ? :) It's been ages since I played freespace so I don't exactly remember if there's more to it than just pressing the "invert" button, which seems to do nothing.

Thanks to the holidays I finally got around to play this.Most things have already been said here, and I agree with all the praise you got... you truly created a modding masterpiece here. :nod:But let me highlight some points that deserve attention as well:

- The sound effects in the cockpit are just right. The *klunk* when engaging the guns or the engine/afterburner sounds are very close of what we heard in the show. And they have this muffled quality that you would expect to hear in the little atmosphere of the cockpit in a space fighter, where sound would only be transmitted as vibrations of the fighters frame.

- I love the HUD, a very clean minimalistic design that reminded me a little of the TOS target screens :yes:

- DRADIS: I applaud you for implementing this via RTT, it makes the cockpits really come to life. But I must admit that in the end I didn't really use it, since it's less readable than the FS2 radar and usually too cluttered (or the individual symbols are too big). I ended up cycling through targets, identifying them in the target window and using the target direction indicator of the HUD to find my target.

First off Thank you. Your work is fantastic. I have played this game for some time and admitting it not for more then a year now. Reading about this project, some time back I placed a bookmark in the HL folder. I reformatted to Win 7 and thought gezz great time to thin out the list. HL did stay but only the link to HL nothing else. Sorry. I have installed it with the 1.0.4 patch and looks super. However my wife i now on my case for not taking out the garbage :) Thanks again for all of your hard work and NOT giving up.

Hey guys, I'm new to the forum. On a depressed fluke I googled BSG Flight Sim and found the release....WOW! Can't tell you how wonderful it is. I have been playing the Homeworld BSG Mod, Beyond the Red Line (way back when) and recently Nexus the Jupiter Incident Mod for BSG. A flight sim has been long overdue; now that the 3 kids are tucked away I can finally get some play time in.

I've finally got around to finishing Diaspora R1 and I'd like to congratulate the devs on releasing such an entertaining game :yes: I should say first that haven't watched any BSG (except for a couple of TOS episodes, a *long* time ago) so I've got a bit of an outsiders view.

Anyway, I really liked the new flight & combat model. It took a bit of getting used to (as I've had far more recent experience with the FS2 style flight model) but once I was used to it, it was a heap of fun. It vaguely reminded of afterburner slides from WC1/2 (hit their shield-less flanks!), except more flexible and "realistic" feeling (but not so realistic that you need a PhD to maneuver!). I found it quite hard to hit targets from medium/long range, but I did deliberately choose to play on "medium" to avoid having autoaim. I found the anti-fighter missiles a bit underwhelming, but I understand the need to balance outgoing vs incoming missile damage - being one-shotted by raider missiles would have been quite annoying. I didn't find conserving ammo a problem, due to my issues with hitting from long range I tended to get up close and use short, sharp bursts which generally worked quite well. I did find the lead reticle a bit unfamiliar at first, I think I was treating the direction-of-flight indicator as the lead reticle (oops!) which was very confusing and contributed to my inaccuracy issues. However, in the later missions where I finally understood it, it worked quite well. Lastly, I was really impressed with the games polish, the attention to detail was superb.

On the technical side, I am super impressed that the game remained smooth and responsive on my PC, despite the amount of firepower being thrown around by the Basestars and the Theseus. I think I only had a single crash (in mission 5), and one minor issue in mission 6:

Spoiler:

where even though I'd landed with about 1 sec left on the timer the Prometheus jumped out without me, but then I jumped unassisted a few seconds later :lol: (this was with the 1.04 patch)

I would have liked to see a few more missions, but I feel it's churlish to complain about this when everything else was so good. So in short, thank you very much, and I'm looking forward to seeing future releases :)

:banghead:I cannot remember which thread I was reading, however I do remember someone mentioning additional maps or missions for Diaspora....does anyone have a direction I can follow to find additional maps or missions?

When I attempt to dl the patch for diaspora, Bitdefender reports that the page has malware and phishing problems and blocks it. Why is this?

I have had the same problem with Bitdefender throwing out false positives on some of the download directory pages. I just have to open BD and turn virus shield off, then refresh the page and get what I want, then turn BD back on.

Thanks for the speedy response. The thing that concerns me is that Bitdefender is reporting this warning as part of their cloud protection services. Doesn't that imply that there are confirmed instances of other users encountering problems as a result of previously clicking on that link? Any thoughts?

IIRC for a bit there there was some exploit with the download servers but it was fixed a LONG time ago.. IDK if this is from that or different. any chance of grabbing all the info possible on the BD warning and posting it?

Thank you, thank you very much!! Well done guys!I recently "discovered" Freespace 2 (on GOG) and buy it instantly when I heard of the SCP and all improvments, mod and TC that it bring around.Then I discovered this forum, and red about Battlestar Galctica. And I red about Diaspora, and saw the videos... I was astonished 0_0!

And now I'm watching the "remade" Battlestar Galactica on DVD's... waiting to enjoy Diaspora!

I just gotta say that this is the single most amazing conversion I've thus far played. Okay, I haven't played that many yet but I love the emotional engagement and the utter chaos of it all. Also, semi-newtonian physics rule! I have no earthly clue how to win this though, or even if there really is a winning scenario at all. At any rate it's still an awesome- if slightly tragic- game.

That's it for the civilians.Well how about that.You know, after getting through this, I have a great idea. Picon. Nice beaches, warm sunsets. Picon's your great idea? It's no better than here. It has the best swimming.You don't see the baseships up there, do you?Baseships? Here I was thinking we were in trouble.

That's it for the civilians.Well how about that.You know, after getting through this, I have a great idea. Picon. Nice beaches, warm sunsets. Picon's your great idea? It's no better than here. It has the best swimming.You don't see the baseships up there, do you?Baseships? Here I was thinking we were in trouble.

After recently downloading and playing through Shattered Armistice i thought it would be disrespectful of me if i didn't say a big thank you to all involved in this project. So thank you Diaspora team!! it's fantastic, it fits perfectly into the whole BSG universe right from the level of detail of the ships to the mission design and the story of the Theseus during the fall, which i was interested in how that was told. I eagerly await R2 when it is ready.

Also, just successfully hosted my own game. I have to say thank you to Zacam!!! Without him, I would have been lost. I had almost given up until I logged into the IIRC channel for Diaspora. I let out a cry for help...and he responded!

It is unfortunate that I started playing when no one is online anymore, but I am hoping to change that with the community I joined for Star Citizen :cool:

Why the hell are you quoting FS2 when instead you can say "Broken formation, razzle-dazzle, don't let 'em use their targetting computers, and for frak's sake, STAY OUT OF GALACTICA'S FIRING SOLUTION!" :p

i am havi n issuies with windows torrent so i redownload from other site and put on seed able here my magnet:?xt=urn:btih:EC40D6999F6298507D9424FE2E517712205977A4&dn=Diaspora_R1_Windows.exe&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce (http://magnet:?xt=urn:btih:EC40D6999F6298507D9424FE2E517712205977A4&dn=Diaspora_R1_Windows.exe&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce)

I will say that I love tweaking the Sobek-class' turret data in the tables. I slowed the rate of fire down a bit across all batteries and increased velocity a teeny bit, then boosted the range quite a fair amount. Flak I'm still working out, but so far it has made the Theseus feel more authentic to the series. To compensate, the Baseships fire more frequently and have higher missile velocities. Raiders still love sliding all over the Theseus, though. They do it even more often on the Insane setting, which is frustrating. It's like they're molesting that Battlestar.

It didn't take much to make them a bit more trigger happy, though. Boost the Raider's listed weapon range a little, and they make it look like they're actually trying to shoot you and your buddies down, as well as trying to shoot down your Arbalests.

"grab your gun and bring in the cat" this is awesome!We've been having a BSG-fest at our house the last month or so…even featuring in Christmas presents this year…so when I tried BSG online I was frustrated, then I stumbled across Diaspora.Have installed it on my PC and played through the first couple of missions at 2am….don't remember the keyboard commands as a result! But now I am dl.ing it on my Mac too!Thanks for all your amazing work on this.

So, after being horribly, horribly sidetracked with my current backlog (which STILL consists of about 15 games I haven't even started), I decided to jump on Hard-Light to see what was new with FS2. Low and behold, I find out Diaspora came out....quite awhile ago, so I immediately downloaded and started hunting toasters.

By the Lords of Kobol, you guys are AMAZING! Vipers feel like Vipers, I've been pulling maneuvers that, by rights, should be making me sick as a dog, Cylons are positively vicious, the whole feel of BSG space combat is there and it is glorious.

Also, Diaspora is drop dead gorgeous. Not sure if your team gets the props, or if I should give a shout-out to the SCP people, but I am absolutely floored at how good this looks.

Fantastic stuff guys. I started re-watching the series as I originally only got past season 2 (school got in the way when BSG first aired). This definitely captures the feel of the show. I have a mac but dual boot into windows (Diaspora is on both) and will start playing around with Fred soon. Keep up the good work!

Hi. I just got Diaspora v1.1 and the game is damned AMAZING, but at the start of every mission I have to cross my fingers hoping it won't crash on me the second the game loads. Is anyone else having this issue, or maybe knows of a way to fix it? Thanks.

Hi. I just got Diaspora v1.1 and the game is damned AMAZING, but at the start of every mission I have to cross my fingers hoping it won't crash on me the second the game loads. Is anyone else having this issue, or maybe knows of a way to fix it? Thanks.

Can I suggest you post a thread in the support sub-forum here, and attach your fs2open.log (created when running the Debug build). We should be able to narrow down the cause of the crashes you are experiencing, but they definitely aren't common.

Hi. I just got Diaspora v1.1 and the game is damned AMAZING, but at the start of every mission I have to cross my fingers hoping it won't crash on me the second the game loads. Is anyone else having this issue, or maybe knows of a way to fix it? Thanks.

Can I suggest you post a thread in the support sub-forum here, and attach your fs2open.log (created when running the Debug build). We should be able to narrow down the cause of the crashes you are experiencing, but they definitely aren't common.

I have now done that. Thanks for the reply, the support seems very helpful. Hopefully I can get the issue resolved soon :)

The download link for the 1.1 patch doesn't have any mirrors, but it needs one... what's currently listed is such a slow download that it's essentially broken (I haven't yet gotten it to succeed before timing out). Please fix, thanks!

Hello there, I am pretty new here. Downloaded this game and followed the instructions as specified for OSX (at the moment I am running Yosemite) and the game crashes immediately (even after applying the patch).

What I did was:1. Downloaded Diaspora_R1_Mac2. Mounted the DMG3. Dragged the app to my app folder.4. When to the Diaspora folder and ran the command there called run_me_once (or something like that).5. Executed wxlauncher and watched it crash immediately.6. Downloaded the patch 1.17. Mounted the patch.8. Copied everything into the diaspora package/folder and replaced whatever was duplicated.9. Attempted again the run the wxlauncher.10. Watch it crash again.11. Redo everything twice from step 1 to 10... filled with frustration.12. Registered on this forum and published my frustration.

Being completely honest, the game looks amazing... on youtube and I was hoping to give it a try. Am I missing something?

Can you have a look at whether this file exists, and if so attach it to a new post here? /Users/<you_user_name>/Library/FS2_Open/data/fs2_open.log

We are presently looking at reports of crashes on modern OS X with an outdated middle-ware library (SDL) that the fs2open engine uses behind the scenes. [Update: Verified. OS X support for 10.10+ will require a new binary release of the FS2Open engine we use behind the scenes.]

There should be a tutorial for you in-game that will get you familiarized with the controls. So, install it, run it, and go from there. Post back if you have problems getting it to run. Also, be sure to install the full install file, then both of the patches, instructions should be in the OP.

Thanks for your answer. Based on your previous answer I went digging in the FS2_Open stuff and found the Antipodes release. I tried using the last one here: http://swc.fs2downloads.com/builds/OSX/

Now it seems to work OK. The only problem is that my FPS is very low (I'm running with the settings of the "once" script + the recommended Diaspora settings). I found out that the first rendered part when after starting the campagne does not work well. And then when you start in the Viper bay it's smooth. As soon as you exit the viperbay (and some starlight gets rendered on the insides of your viper) it drops to 1 fps...My specs are this are https://support.apple.com/kb/SP704?locale=en_US. And I have the model with the extra "NVIDIA GeForce GT 750M with 2GB of GDDR5 memory and automatic graphics switching". The logs tell me it also uses the geforce instead of the on-board intel.

I'd suggest you look at disabling our GLSL-driven shadows. This is done via a command line option (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-enable_shadows), that can be accessed through the Launcher.

In that build, -disable_shadows will turn off the shadows feature, as it can lead to a big performance hit (so much so, that the current master builds have reversed the command line option so that shadows need to be explicitly enabled now with -enable_shadows).

The exe for this game does cause some AV programs to throw out a false positive. I think BitDefender did that for me, but I use Avast now. I know you don't know me, but I can assure you if you download the game using the links provide here it it free of viruses. Don't be afraid just because they are torrent files. It's just a distribution method.

In theory, you should be able to use any recent standard FSO binary, such as the latest stable release, 3.7.2 here (http://www.hard-light.net/forums/index.php?topic=89597.msg1783636#msg1783636), although you might want to wait confirmation from an actual Diaspora team member.

You could try to downloading the Linux archive and extract its contents into the fso folder.

I just had a look at it with 7zip, it's got several layers, but at some point you should find a readme, a .vp file, and a data folder containing several movies. Extract the data folder and the .vp into your Diaspora folder and then grab a 3.7.2 mac binary (http://www.hard-light.net/forums/index.php?topic=89597.msg1783636#msg1783636) and put it there as well. Then you hould be pretty much set up.

I still have an archive of the Diaspora 1.1 data uploaded here (http://deviance.duckish.net/downloads/Diaspora_1.1.7z), but as X3NO-Life-Form noted, you should be able to just download the Linux archives for both 1.1 and 1.1.1, and pair that with a recent FSO build.

Echelon9, did you ever find that Mac 1.1 DMG? It and the Linux links for 1.1 are both gone now. I have the 1.1 VP from my Windows machine but would I need a custom build for the Mac or just run 3.7.2/.4?

If it doesn't show up for everyone, you could just want to put a note in the description, something like "If you encounter x bug, try a recent nightly." Forcing everyone to use a nightly seems like it would break more things.

@ralwood, if you know which version of FSO fixes that problem I can raise the minimum requirements to that version in Knossos.

The bug was fixed in this PR (https://github.com/scp-fs2open/fs2open.github.com/pull/1513), which first appeared in this nightly build (https://www.hard-light.net/forums/index.php?topic=94135.msg1858233#msg1858233).